Browse Source

[rlgl] Create function `rlUpdateMeshAt` (#1010)

* [rlgl] Create function `rlUpdateMeshAt`

* [rlgl] Update function `rlUpdateMeshAt`
pull/1014/head
brankoku 5 years ago
committed by Ray
parent
commit
96b0563249
1 changed files with 33 additions and 15 deletions
  1. +33
    -15
      src/rlgl.h

+ 33
- 15
src/rlgl.h View File

@ -505,6 +505,7 @@ RLAPI bool rlRenderTextureComplete(RenderTexture target); // Ver
// Vertex data management
RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int num); // Update vertex or index data on GPU (upload new data to one buffer)
RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index); // Update vertex or index data on GPU, at index
RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
@ -2511,6 +2512,14 @@ unsigned int rlLoadAttribBuffer(unsigned int vaoId, int shaderLoc, void *buffer,
// Update vertex or index data on GPU (upload new data to one buffer)
void rlUpdateMesh(Mesh mesh, int buffer, int num)
{
rlUpdateMeshAt(mesh, buffer, num, 0);
}
// Update vertex or index data on GPU, at index
// WARNING: error checking is in place that will cause the data to not be
// updated if offset + size exceeds what the buffer can hold
void rlUpdateMeshAt(Mesh mesh, int buffer, int num, int index)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Activate mesh VAO
@ -2521,51 +2530,60 @@ void rlUpdateMesh(Mesh mesh, int buffer, int num)
case 0: // Update vertices (vertex position)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.vertices, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*num, mesh.vertices);
if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.vertices, GL_DYNAMIC_DRAW);
else if (index + num >= mesh.vertexCount) break;
else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*3*index, sizeof(float)*3*num, mesh.vertices);
} break;
case 1: // Update texcoords (vertex texture coordinates)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[1]);
if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*num, mesh.texcoords);
if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords, GL_DYNAMIC_DRAW);
else if (index + num >= mesh.vertexCount) break;
else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*2*index, sizeof(float)*2*num, mesh.texcoords);
} break;
case 2: // Update normals (vertex normals)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[2]);
if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.normals, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*num, mesh.normals);
if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*num, mesh.normals, GL_DYNAMIC_DRAW);
else if (index + num >= mesh.vertexCount) break;
else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*3*index, sizeof(float)*3*num, mesh.normals);
} break;
case 3: // Update colors (vertex colors)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.colors, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*num, mesh.colors);
if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.colors, GL_DYNAMIC_DRAW);
else if (index + num >= mesh.vertexCount) break;
else glBufferSubData(GL_ARRAY_BUFFER, sizeof(unsigned char)*4*index, sizeof(unsigned char)*4*num, mesh.colors);
} break;
case 4: // Update tangents (vertex tangents)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[4]);
if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.tangents, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*4*num, mesh.tangents);
if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*num, mesh.tangents, GL_DYNAMIC_DRAW);
else if (index + num >= mesh.vertexCount) break;
else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*4*index, sizeof(float)*4*num, mesh.tangents);
} break;
case 5: // Update texcoords2 (vertex second texture coordinates)
{
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[5]);
if (num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords2, GL_DYNAMIC_DRAW);
else glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*num, mesh.texcoords2);
if (index == 0 && num >= mesh.vertexCount) glBufferData(GL_ARRAY_BUFFER, sizeof(float)*2*num, mesh.texcoords2, GL_DYNAMIC_DRAW);
else if (index + num >= mesh.vertexCount) break;
else glBufferSubData(GL_ARRAY_BUFFER, sizeof(float)*2*index, sizeof(float)*2*num, mesh.texcoords2);
} break;
case 6: // Update indices (triangle index buffer)
{
// the * 3 is because each triangle has 3 indices
unsigned short *indices = mesh.indices;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.vboId[6]);
if (num >= mesh.triangleCount*3) // 3 indices per triangle
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*num, indices, GL_DYNAMIC_DRAW);
if (index == 0 && num >= mesh.triangleCount)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(*indices)*num*3, indices, GL_DYNAMIC_DRAW);
else if (index + num >= mesh.triangleCount)
break;
else
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(*indices)*num, indices);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, k">sizeof(*indices)*index*3, sizeof(*indices)*num*3, indices);
} break;
default: break;
}

Loading…
Cancel
Save